So I do understand that Pavium and Voridus are flip versions of Hunter Captain and Warlord, yes… But for DLC not only do their counterparts beat them in every field, but also, their units as a whole are more powerful than the ones the DLC use.
That being said, Voridus does near zero damage when using his Y ability against leaders and armored units. No idea why but ok… Next up being how he has no hammer stun either compared to warlord. The leader itself has those 2 problem issues compared to warlord.
As for Pavium, why does his drone ONLY heal structures and not vehicles too? To further the statement, even with damage reflect the Hunter Captain still wins with half his health remaining… Shouldn’t you slightly buff Pavium’s damage? This is a separate $15 DLC which should justify both leader units and normal units alike.
Pavium DOES have a good side being the mega turret as strong as they are, but Pavium’s units are near worthless in any combat situation.
Now let’s move on to other leaders who need a change:
Kensano: Yes extreme against ground… Shouldn’t she be able to attack air as well? Just maybe keep it toned down to where she does very low damage to air and would be the weakest leader against air that can fight air, and perhaps give her a mild damage buff for flamewall?(Seeing as how no sane leader would let a Kensano flamewall their army and keep pushing against her they would pull back for a few seconds then reengage). Her flame warthogs are also worse in every sense compared to the conventional warthog as well… At least buff their AA damage a small bit and their anti-structure power. Also shouldn’t she get a better version of Hellbringers due to who she is?
Commander Jerome: Why does the main leader(Jerome) now have a minor AoE on his weapon it’s a missile launcher. And a rapid one too. The Command Mantis is the exact same way for whatever reason. They need at least a mild anti-infantry spam ability to help even out early game spammers. Also why is his Mastodon way less damage than the Corvette transport is? Shouldn’t they equal out in damage considering the UNSC has only one AA unit and it doesn’t help a ton against a few of them? Not only that but 2 upgrades for each unit would be nice(One being AP rounds for the Mastodon to give some anti-air power and splash ammo to give anti-infantry buffs along with a minor siphon to help handle stronger forces and destroy infantry better?)
Arbiter: Why does this leader epicly lose to Warlord AND Decimus? Shouldn’t Arbiter be massive damage like he originally was? He has everything but that.
isabel: Her Best offense skill does next to nothing to scorpion tank’s canister shells… At least make the main gun, bullets, AND canister hit a bit harder(By a small margin for the main gun).
Atriox: Atriox’s Chosen is not only one of the weakest leader units in this game, but his armor and health are almost non-existant. He has damage, but if you’re going to make a “Glass-Cannon” leader like this, give Him a larger AoE and hit a decent amount harder. Every leader can kill him toe-to-toe.
Serina: The only complaint is her Bison’s shells should have a larger effect on units with freezing, maybe double it up… Otherwise she has a fine balance as is.
Now let’s address unit balancing issues in terms of cost and unit cap to their counter parts:
Banshees: They cost only 3 unit cap but hit vehicles AND airforce alike harder than Hornets, and can easily beat a Hornet army.
Condor: Ever since you guys buffed the scarub’s damage(Which it needed yes but reduce it’s health and armor in doing so as scarubs in reality aren’t able to take a lot of hits refer to HALO 3 and 4 games) the Condor became useless against super units. It can’t handle a scarub at all.
Retriever Sentinel: I understand it costs a bit less and takes up less unit cap than a Condor, but it shouldn’t miserably lose against a Condor as badly as it does… At least buff it’s main shot damage to double(It still would lose to a Condor or nearly tie it one of the 2).
Wolverines: At least give an upgrade for a buff in ground power because unlike the Reaver, they have no Y ability to help assist in combat. And the Reaver also has slightly stronger anti-air compared to a wolverine. A buff against infantry and vehicles would be fair just not a large one.
Scropion Tanks and Grizzlies: Why yellow rating against air? They’re heavy tanks. Especially a Grizzly. Their unit cap costs far higher than air units and a single hornet can take down a scorpion tank one on one. I don’t understand why either.
Protector Sentinels: Why is their lockdown bolt have the ability to completely stop a unit from fighting back? These units I have not seen a single counter to when micro-managing their lockdown bolts properly. At least make the effect only stop firing back for a couple seconds, and keeps movement stopped for 5 seconds instead.
Warthogs: Why is it they ALWAYS lose to their counters dramatically? Buffing their damage down didn’t make it better either… They could of had green against all except structures since in the vehicle’s name is to be a mobile anti-everything weapon. Granite their armor and health is fine but their damage is terrible.
One massive issue I have with Colony by the way… Goliaths: They can handle a small tank army easily, and mass slaughter any leader alike AND can take down an entire infantry army alone. And even solo kill off my 2 star veteran Hellbringers. It makes no sense either they have far too high of a damage output.
Now out of everything can we address one final issue?
Shouldn’t every leader that is meant to be strong against one thing have a stat that goes above green?(Like Kensano would be blue against structures and infantry, Douglas would be blue against air and vehicles, Warlord would be blue against vehicles etc)